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-rw-r--r--scene/resources/shader_graph.h413
1 files changed, 312 insertions, 101 deletions
diff --git a/scene/resources/shader_graph.h b/scene/resources/shader_graph.h
index e20e010c6b..55d09b4c38 100644
--- a/scene/resources/shader_graph.h
+++ b/scene/resources/shader_graph.h
@@ -29,87 +29,54 @@
#ifndef SHADER_GRAPH_H
#define SHADER_GRAPH_H
-#if 0
+
#include "map.h"
#include "scene/resources/shader.h"
-class ShaderGraph : public Resource {
+class ShaderGraph : public Shader {
- OBJ_TYPE( ShaderGraph, Resource );
+ OBJ_TYPE( ShaderGraph, Shader );
RES_BASE_EXTENSION("sgp");
public:
enum NodeType {
- NODE_IN, ///< param 0: name
- NODE_OUT, ///< param 0: name
- NODE_CONSTANT, ///< param 0: value
- NODE_PARAMETER, ///< param 0: name
- NODE_ADD,
- NODE_SUB,
- NODE_MUL,
- NODE_DIV,
- NODE_MOD,
- NODE_SIN,
- NODE_COS,
- NODE_TAN,
- NODE_ARCSIN,
- NODE_ARCCOS,
- NODE_ARCTAN,
- NODE_POW,
- NODE_LOG,
- NODE_MAX,
- NODE_MIN,
- NODE_COMPARE,
- NODE_TEXTURE, ///< param 0: texture
- NODE_TIME, ///< param 0: interval length
- NODE_NOISE,
- NODE_PASS,
- NODE_VEC_IN, ///< param 0: name
- NODE_VEC_OUT, ///< param 0: name
- NODE_VEC_CONSTANT, ///< param 0: value
- NODE_VEC_PARAMETER, ///< param 0: name
- NODE_VEC_ADD,
- NODE_VEC_SUB,
- NODE_VEC_MUL,
- NODE_VEC_DIV,
- NODE_VEC_MOD,
- NODE_VEC_CROSS,
- NODE_VEC_DOT,
- NODE_VEC_POW,
- NODE_VEC_NORMALIZE,
- NODE_VEC_INTERPOLATE,
- NODE_VEC_SCREEN_TO_UV,
- NODE_VEC_TRANSFORM3,
- NODE_VEC_TRANSFORM4,
- NODE_VEC_COMPARE,
- NODE_VEC_TEXTURE_2D,
- NODE_VEC_TEXTURE_CUBE,
- NODE_VEC_NOISE,
- NODE_VEC_0,
- NODE_VEC_1,
- NODE_VEC_2,
- NODE_VEC_BUILD,
- NODE_VEC_PASS,
- NODE_COLOR_CONSTANT,
- NODE_COLOR_PARAMETER,
- NODE_TEXTURE_PARAMETER,
- NODE_TEXTURE_2D_PARAMETER,
- NODE_TEXTURE_CUBE_PARAMETER,
- NODE_TRANSFORM_CONSTANT,
- NODE_TRANSFORM_PARAMETER,
- NODE_LABEL,
+ NODE_INPUT, // all inputs (shader type dependent)
+ NODE_SCALAR_CONST, //scalar constant
+ NODE_VEC_CONST, //vec3 constant
+ NODE_RGB_CONST, //rgb constant (shows a color picker instead)
+ NODE_XFORM_CONST, // 4x4 matrix constant
+ NODE_TIME, // time in seconds
+ NODE_SCREEN_TEX, // screen texture sampler (takes UV) (only usable in fragment shader)
+ NODE_SCALAR_OP, // scalar vs scalar op (mul, add, div, etc)
+ NODE_VEC_OP, // vec3 vs vec3 op (mul,ad,div,crossprod,etc)
+ NODE_VEC_SCALAR_OP, // vec3 vs scalar op (mul, add, div, etc)
+ NODE_RGB_OP, // vec3 vs vec3 rgb op (with scalar amount), like brighten, darken, burn, dodge, multiply, etc.
+ NODE_XFORM_MULT, // mat4 x mat4
+ NODE_XFORM_VEC_MULT, // mat4 x vec3 mult (with no-translation option)
+ NODE_XFORM_VEC_INV_MULT, // mat4 x vec3 inverse mult (with no-translation option)
+ NODE_SCALAR_FUNC, // scalar function (sin, cos, etc)
+ NODE_VEC_FUNC, // vector function (normalize, negate, reciprocal, rgb2hsv, hsv2rgb, etc, etc)
+ NODE_VEC_LEN, // vec3 length
+ NODE_DOT_PROD, // vec3 . vec3 (dot product -> scalar output)
+ NODE_VEC_TO_SCALAR, // 1 vec3 input, 3 scalar outputs
+ NODE_SCALAR_TO_VEC, // 3 scalar input, 1 vec3 output
+ NODE_XFORM_TO_VEC, // 3 vec input, 1 xform output
+ NODE_VEC_TO_XFORM, // 3 vec input, 1 xform output
+ NODE_SCALAR_INTERP, // scalar interpolation (with optional curve)
+ NODE_VEC_INTERP, // vec3 interpolation (with optional curve)
+ NODE_SCALAR_INPUT, // scalar uniform (assignable in material)
+ NODE_VEC_INPUT, // vec3 uniform (assignable in material)
+ NODE_RGB_INPUT, // color uniform (assignable in material)
+ NODE_XFORM_INPUT, // mat4 uniform (assignable in material)
+ NODE_TEXTURE_INPUT, // texture input (assignable in material)
+ NODE_CUBEMAP_INPUT, // cubemap input (assignable in material)
+ NODE_OUTPUT, // output (shader type dependent)
+ NODE_COMMENT, // comment
NODE_TYPE_MAX
};
- enum ShaderType {
- SHADER_VERTEX,
- SHADER_FRAGMENT,
- SHADER_LIGHT
- };
-
-private:
struct Connection {
@@ -119,70 +86,292 @@ private:
int dst_slot;
};
+ enum SlotType {
+
+ SLOT_TYPE_SCALAR,
+ SLOT_TYPE_VEC,
+ SLOT_TYPE_XFORM,
+ SLOT_TYPE_TEXTURE,
+ SLOT_MAX
+ };
+
+ enum ShaderType {
+ SHADER_TYPE_VERTEX,
+ SHADER_TYPE_FRAGMENT,
+ SHADER_TYPE_LIGHT,
+ SHADER_TYPE_MAX
+ };
+
+ enum SlotDir {
+ SLOT_IN,
+ SLOT_OUT
+ };
+
+ enum GraphError {
+ GRAPH_OK,
+ GRAPH_ERROR_CYCLIC,
+ GRAPH_ERROR_MISSING_CONNECTIONS
+ };
+
+private:
+
+ String _find_unique_name(const String& p_base);
+
+ struct SourceSlot {
+
+ int id;
+ int slot;
+ bool operator==(const SourceSlot& p_slot) const {
+ return id==p_slot.id && slot==p_slot.slot;
+ }
+ };
+
struct Node {
- int16_t x,y;
+ Vector2 pos;
NodeType type;
- Variant param;
+ Variant param1;
+ Variant param2;
int id;
mutable int order; // used for sorting
- mutable bool out_valid;
- mutable bool in_valid;
+ int sort_order;
+ Map<int,SourceSlot> connections;
+
};
struct ShaderData {
Map<int,Node> node_map;
- List<Connection> connections;
+ GraphError error;
} shader[3];
- uint64_t version;
-protected:
-/* bool _set(const StringName& p_name, const Variant& p_value);
- bool _get(const StringName& p_name,Variant &r_ret) const;
- void _get_property_list( List<PropertyInfo> *p_list) const;*/
- static void _bind_methods();
+ struct InOutParamInfo {
+ Mode shader_mode;
+ ShaderType shader_type;
+ const char *name;
+ const char *variable;
+ const char *postfix;
+ SlotType slot_type;
+ SlotDir dir;
+ };
+
+ static const InOutParamInfo inout_param_info[];
+
+ struct NodeSlotInfo {
+
+ enum { MAX_INS=3, MAX_OUTS=3 };
+ NodeType type;
+ const SlotType ins[MAX_INS];
+ const SlotType outs[MAX_OUTS];
+ };
- Array _get_connections_helper() const;
+ static const NodeSlotInfo node_slot_info[];
+
+ bool _pending_update_shader;
+ void _update_shader();
+ void _request_update();
+
+ void _add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& p_inputs,String& code);
+
+ Array _get_node_list(ShaderType p_type) const;
+ Array _get_connections(ShaderType p_type) const;
+
+ void _set_data(const Dictionary& p_data);
+ Dictionary _get_data() const;
+protected:
+
+ static void _bind_methods();
public:
- void node_add(ShaderType p_which, NodeType p_type,int p_id);
+ void node_add(ShaderType p_type, NodeType p_node_type, int p_id);
void node_remove(ShaderType p_which,int p_id);
- void node_set_param(ShaderType p_which, int p_id, const Variant& p_value);
void node_set_pos(ShaderType p_which,int p_id,const Point2& p_pos);
- void node_change_type(ShaderType p_which,int p_id, NodeType p_type);
Point2 node_get_pos(ShaderType p_which,int p_id) const;
void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
NodeType node_get_type(ShaderType p_which,int p_id) const;
- Variant node_get_param(ShaderType p_which,int p_id) const;
- Error connect(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
- bool is_connected(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
- void disconnect(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+ void scalar_const_node_set_value(ShaderType p_which,int p_id,float p_value);
+ float scalar_const_node_get_value(ShaderType p_which,int p_id) const;
- void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
+ void vec_const_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
+ Vector3 vec_const_node_get_value(ShaderType p_which,int p_id) const;
- void clear();
+ void rgb_const_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
+ Color rgb_const_node_get_value(ShaderType p_which,int p_id) const;
- uint64_t get_version() const { return version; }
+ void xform_const_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
+ Transform xform_const_node_get_value(ShaderType p_which,int p_id) const;
- static void get_default_input_nodes(Mode p_type,List<PropertyInfo> *p_inputs);
- static void get_default_output_nodes(Mode p_type,List<PropertyInfo> *p_outputs);
+ void texture_node_set_filter_size(ShaderType p_which,int p_id,int p_size);
+ int texture_node_get_filter_size(ShaderType p_which,int p_id) const;
- static PropertyInfo node_get_type_info(NodeType p_type);
- static int get_input_count(NodeType p_type);
- static int get_output_count(NodeType p_type);
- static String get_input_name(NodeType p_type,int p_input);
- static String get_output_name(NodeType p_type,int p_output);
- static bool is_input_vector(NodeType p_type,int p_input);
- static bool is_output_vector(NodeType p_type,int p_input);
+ void texture_node_set_filter_strength(ShaderType p_which,float p_id,float p_strength);
+ float texture_node_get_filter_strength(ShaderType p_which,float p_id) const;
+ enum ScalarOp {
+ SCALAR_OP_ADD,
+ SCALAR_OP_SUB,
+ SCALAR_OP_MUL,
+ SCALAR_OP_DIV,
+ SCALAR_OP_MOD,
+ SCALAR_OP_POW,
+ SCALAR_OP_MAX,
+ SCALAR_OP_MIN,
+ SCALAR_OP_ATAN2,
+ SCALAR_MAX_OP
+ };
+
+ void scalar_op_node_set_op(ShaderType p_which,float p_id,ScalarOp p_op);
+ ScalarOp scalar_op_node_get_op(ShaderType p_which,float p_id) const;
+
+ enum VecOp {
+ VEC_OP_ADD,
+ VEC_OP_SUB,
+ VEC_OP_MUL,
+ VEC_OP_DIV,
+ VEC_OP_MOD,
+ VEC_OP_POW,
+ VEC_OP_MAX,
+ VEC_OP_MIN,
+ VEC_OP_CROSS,
+ VEC_MAX_OP
+ };
- ShaderGraph();
+ void vec_op_node_set_op(ShaderType p_which,float p_id,VecOp p_op);
+ VecOp vec_op_node_get_op(ShaderType p_which,float p_id) const;
+
+ enum VecScalarOp {
+ VEC_SCALAR_OP_MUL,
+ VEC_SCALAR_OP_DIV,
+ VEC_SCALAR_OP_POW,
+ VEC_SCALAR_MAX_OP
+ };
+
+ void vec_scalar_op_node_set_op(ShaderType p_which,float p_id,VecScalarOp p_op);
+ VecScalarOp vec_scalar_op_node_get_op(ShaderType p_which,float p_id) const;
+
+ enum RGBOp {
+ RGB_OP_SCREEN,
+ RGB_OP_DIFFERENCE,
+ RGB_OP_DARKEN,
+ RGB_OP_LIGHTEN,
+ RGB_OP_OVERLAY,
+ RGB_OP_DODGE,
+ RGB_OP_BURN,
+ RGB_OP_SOFT_LIGHT,
+ RGB_OP_HARD_LIGHT,
+ RGB_MAX_OP
+ };
+
+ void rgb_op_node_set_op(ShaderType p_which,float p_id,RGBOp p_op);
+ RGBOp rgb_op_node_get_op(ShaderType p_which,float p_id) const;
+
+ void xform_vec_mult_node_set_no_translation(ShaderType p_which,int p_id,bool p_no_translation);
+ bool xform_vec_mult_node_get_no_translation(ShaderType p_which,int p_id) const;
+
+ enum ScalarFunc {
+ SCALAR_FUNC_SIN,
+ SCALAR_FUNC_COS,
+ SCALAR_FUNC_TAN,
+ SCALAR_FUNC_ASIN,
+ SCALAR_FUNC_ACOS,
+ SCALAR_FUNC_ATAN,
+ SCALAR_FUNC_SINH,
+ SCALAR_FUNC_COSH,
+ SCALAR_FUNC_TANH,
+ SCALAR_FUNC_LOG,
+ SCALAR_FUNC_EXP,
+ SCALAR_FUNC_SQRT,
+ SCALAR_FUNC_ABS,
+ SCALAR_FUNC_SIGN,
+ SCALAR_FUNC_FLOOR,
+ SCALAR_FUNC_ROUND,
+ SCALAR_FUNC_CEIL,
+ SCALAR_FUNC_FRAC,
+ SCALAR_FUNC_SATURATE,
+ SCALAR_FUNC_NEGATE,
+ SCALAR_MAX_FUNC
+ };
+
+ void scalar_func_node_set_function(ShaderType p_which,int p_id,ScalarFunc p_func);
+ ScalarFunc scalar_func_node_get_function(ShaderType p_which,int p_id) const;
+
+ enum VecFunc {
+ VEC_FUNC_NORMALIZE,
+ VEC_FUNC_SATURATE,
+ VEC_FUNC_NEGATE,
+ VEC_FUNC_RECIPROCAL,
+ VEC_FUNC_RGB2HSV,
+ VEC_FUNC_HSV2RGB,
+ VEC_MAX_FUNC
+ };
+
+ void vec_func_node_set_function(ShaderType p_which,int p_id,VecFunc p_func);
+ VecFunc vec_func_node_get_function(ShaderType p_which,int p_id) const;
+
+ void input_node_set_name(ShaderType p_which,int p_id,const String& p_name);
+ String input_node_get_name(ShaderType p_which,int p_id);
+
+ void scalar_input_node_set_value(ShaderType p_which,int p_id,float p_value);
+ float scalar_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void vec_input_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
+ Vector3 vec_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void rgb_input_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
+ Color rgb_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void xform_input_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
+ Transform xform_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void texture_input_node_set_value(ShaderType p_which,int p_id,const Ref<Texture>& p_texture);
+ Ref<Texture> texture_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void cubemap_input_node_set_value(ShaderType p_which,int p_id,const Ref<CubeMap>& p_cubemap);
+ Ref<CubeMap> cubemap_input_node_get_value(ShaderType p_which,int p_id) const;
+
+ void comment_node_set_text(ShaderType p_which,int p_id,const String& p_comment);
+ String comment_node_get_text(ShaderType p_which,int p_id) const;
+
+ Error connect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+ bool is_node_connected(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
+ void disconnect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+
+ void get_node_connections(ShaderType p_which,List<Connection> *p_connections) const;
+
+ void clear(ShaderType p_which);
+
+ Variant node_get_state(ShaderType p_type, int p_node) const;
+ void node_set_state(ShaderType p_type, int p_id, const Variant& p_state);
+
+ GraphError get_graph_error(ShaderType p_type) const;
+
+ static int get_type_input_count(NodeType p_type);
+ static int get_type_output_count(NodeType p_type);
+ static SlotType get_type_input_type(NodeType p_type,int p_idx);
+ static SlotType get_type_output_type(NodeType p_type,int p_idx);
+ static bool is_type_valid(Mode p_mode,ShaderType p_type);
+
+
+ struct SlotInfo {
+ String name;
+ SlotType type;
+ SlotDir dir;
+ };
+
+ static void get_input_output_node_slot_info(Mode p_mode, ShaderType p_type, List<SlotInfo> *r_slots);
+
+ static int get_node_input_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
+ static int get_node_output_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
+ static SlotType get_node_input_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
+ static SlotType get_node_output_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
+
+
+ ShaderGraph(Mode p_mode);
~ShaderGraph();
};
@@ -192,6 +381,28 @@ public:
VARIANT_ENUM_CAST( ShaderGraph::NodeType );
+VARIANT_ENUM_CAST( ShaderGraph::ShaderType );
+VARIANT_ENUM_CAST( ShaderGraph::SlotType );
+VARIANT_ENUM_CAST( ShaderGraph::ScalarOp );
+VARIANT_ENUM_CAST( ShaderGraph::VecOp );
+VARIANT_ENUM_CAST( ShaderGraph::VecScalarOp );
+VARIANT_ENUM_CAST( ShaderGraph::RGBOp );
+VARIANT_ENUM_CAST( ShaderGraph::ScalarFunc );
+VARIANT_ENUM_CAST( ShaderGraph::VecFunc );
+VARIANT_ENUM_CAST( ShaderGraph::GraphError );
+
+
+class MaterialShaderGraph : public ShaderGraph {
+
+ OBJ_TYPE( MaterialShaderGraph, ShaderGraph );
+ RES_BASE_EXTENSION("sgp");
+
+public:
+
+
+ MaterialShaderGraph() : ShaderGraph(MODE_MATERIAL) {
+
+ }
+};
-#endif
#endif // SHADER_GRAPH_H